Spells A- E
Spells F - J
Spells K - P
Spells Q - Z

F



Fear

Duration: 5 minutes
Range 10’
Counter Spell: dispel magik
Description: The caster must designate a physical object or person for the target to be afraid of. The target becomes very afraid of the specified object or person, but can act consciously. They are able to defend, but are unlikely to attack or approach something of which they are afraid. Characters cannot be made to fear themselves.

PP Costs: Alchemy N/A, Death 1, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Feign Death

Duration: 30 minutes
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: This spell is illusory in nature. This illusion remains until the target moves. The target is not immobilized or silenced by this spell (caster must first immobilize the target if the spell is cast against the target’s will). During the spell, the target is aware of their surroundings (unless unconscious, sleeping, etc.).

Attacks against the target will not dispel feign death unless the target moves. The target cannot cast spells while under the effects of feign death.

Resurrect has no effect.

PP Costs: Alchemy N/A, Death 3, Divine 4, Elemental 3, Herbalism N/A, True 3, Restorative 2, Summoner N/A.



Fester

Duration: one hour
Range: touch
Counter Spell: bless
Description: The target of this spell cannot regain any BP because their wounds begin to fester. The target is limited to one BP total from natural recovery, medical skills, healing spells, or potions capable of bringing a wounded character from zero to one BP (i.e. a character afflicted with the fester spell can only recover one BP if they are at zero BP).

If bless is cast upon the affected character or they are taken into a blessed area, the fester is immediately broken and they can begin to regain BP normally.

Purify blood and dispel magik have no effect.

PP Costs: Alchemy 5, Death 4, Divine 5, Elemental N/A, Herbalism 5, True N/A, Restorative N/A, Summoner N/A.



First Strike

Duration: ten minutes
Range: touch
Special: only two castings of this spell can be active on a character at one time
Description: The target of this spell is protected from the next damage causing magikal attack. After this attack (or the duration expires) the spell dissipates.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Flee

Duration: 30 seconds
Range: touch
Counter Spell: dispel magik
Description: The target is compelled to run away from the caster. The targets only thought is to flee as far as possible from caster.

PP Costs: Alchemy N/A, Death 2, Divine 3, Elemental 2, Herbalism N/A, True 3, Restorative N/A, Summoner N/A.



Force

Duration: instant
Range: 10’
Required Verbal Component: “Force!”
Description: This spell will knock all characters within range to the ground (causing no damage). The force is directional, either in a single linear blast from a single arm, or when cast two handed as a wedge patterned by the outstretched arms of the caster. The caster must designate the direction of the force with their hand or arm.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Forget

Duration: one hour
Range: touch
Counter Spell: dispel magik
Description: The target immediately forgets a single, specific thing that the caster designates. After one hour the target will be able to recall what was forgotten.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Freeze

Duration: one minute
Range: touch or spell ball
Marker: spell ball (if desired)
Counter Spell: dispel magik
Description: When cast, the target becomes frozen in a cinematic block of ice which immobilizes and protects them. While frozen, the target cannot cast magik. Others cannot cast magik upon them (other than dispel magik), nor can they remove the target’s possessions. The ice begins to quickly melt away after one minute.

PP Costs: Alchemy N/A, Death 2, Divine 3, Elemental 2, Herbalism N/A, True 2, Restorative N/A, Summoner N/A.



Fumble

Duration: 10 seconds
Range: 10’
Counter Spell: dispel magik
Description: This spell causes the target to be unable to hold anything in their hands. Anything held by the target at the time of the casting must be dropped.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental 5, Herbalism N/A, True 5, Restorative 4, Summoner N/A.


G



Govern

DRAFT VERSION - SUBJECT TO CHANGE
Duration: permanent until creature destroyed
Range: 10’
Counter Spell: remove quest, suborn
Exception: Must be a creature summoned by the caster. Cannot be a conjured creature that is currently suborned by another Summoner.
Description: This spell is cast to give the Summoner control over his/her conjured creature. The creature will follow all commands and instructions given by the Summoner. The governed creature will also die for the Summoner, if it is the Summoner's will. This spell does NOT work like the spell charm.

Depending on the type of creature, charm, control greater undead, control lesser undead, or tame will still affect governed creatures, however, govern takes precedent over these spells, and the creature's nature is predetermined by the Summoner's will.

Remove quest will break the control of govern over a summoned creature.


PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner 1.



Greater Summoning Circle

DRAFT VERSION - SUBJECT TO CHANGE
Duration: permanent, or until damaged or removed
Range: 10'. Minimum of a 6' diameter circle. Maximum 20' diameter circle.
Exception: All summoning circles must be GM approved.
Special Component: GM-approved paraphernalia used to indicate the circle. The circle is an IN-GAME component, not an OOG Marker.
Description: Creating the circle is the first step in the Summoning ceremony. The Summoner must mark out an area for the creatures to be conjured into.

The circle costs 1 Spell Point to create. Once cast, the circle may be reused to summon as many creatures as necessary. Once the circle is damaged or removed, it must be recast.

Summoned creatures will stand within the circle once they are summoned. While the Caster is within a 10 foot radius of the circle, summoned creatures are unable to leave the Summoning circle unless commanded by the Caster, or the circle is damaged. Summoned creatures cannot damage the circle from within.


PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner 15.


H



Hallucinate

Duration: 30 seconds
Range: potion/powder dose
Description: The target of this spell will hallucinate their greatest fear. They cannot attack anything but their hallucination.
PP Costs: Alchemy 4, Death N/A, Divine N/A, Elemental N/A, Herbalism 3, True N/A, Restorative N/A, Summoner N/A.



Haven

Duration: 5 minutes
Range: special
Required Component: caster’s arm stretched above caster’s head
Description: Once cast, all characters that are in physical contact with the caster are protected by the spell. This can be direct contact with the caster or indirect contact through a chain of people that begins with the caster. This protection prevents damage from any physical or damage causing magikal attacks.

Persons inside the haven cannot be physically or magikally pushed, pulled, smacked, or otherwise removed against their will from the protection. Someone inside a haven can, however, voluntarily leave the spell simply by breaking contact with the caster.

Once haven is cast, other people may not join the protection.
The group within the haven is free to speak, move, and otherwise interact with the world. They can also cast any of the following spells while protected, as long as they remain in contact with the caster of haven.

Spells able to be cast on (or by) characters within a haven are: Animate dead, awaken, blend, bless, comprehend magik, create scroll, cure blindness, dance, decipher magik, detect magik, ding-away, dispel magik, endure, enchant item, haven, heal, immolate, invisibility, itch, laughter, lie, light, nausea, purify blood, purify food/drink/vessel, remove curse, repair, restore limb, resurrect, speak with dead/undead, speak with monsters, true sight, truth, and unpetrify.

The caster is unable to regain CP or cast other magik while concentrating on the haven. The caster can extend the duration by casting haven again.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 3, Divine 5, Elemental N/A, Herbalism N/A, True N/A, Restorative 3, Summoner N/A.



Heal

Duration: instant
Range: touch or potion/powder dose
Description: This spell heals one BP when cast upon an injured character. The target cannot gain more BP than the target originally had by the casting of this spell. The target should continue to role-play injuries, as they do not simply vanish because of this spell (i.e. they will be left sore, dizzy, tired, etc.).

This spell will cause one point of damage to most undead and spirits.

PP Costs: Alchemy 3, Death 5, Divine X, Elemental 3, Herbalism 3, True 4, Restorative 1, Summoner 4.



Heat Metal

Duration: one minute
Range: touch
Description: This spell allows the caster to heat any metal object. Weapons and small objects take 10 seconds to become too hot to handle - armor and larger items take 20 seconds to become unbearable. Heated items must be dropped or removed, otherwise the person holding/wearing it receives two BP of damage from the scalding heat. Heated armor does not lose its AP. The heat lasts for one minute, then slowly cools. Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 3, Divine 4, Elemental 3, Herbalism N/A, True 4, Restorative N/A, Summoner N/A.



Hold

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Special: spell functions on characters only, not monsters
Description: The target of this spell is held immobile, but can still speak. The target is not protected as in freeze. The spell will dissipate immediately after the target is struck in an attack. Hold does not work against monsters.

PP Costs: Alchemy 5, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner N/A.



Hold Monster

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: Once cast, the target monster or beastman is held immobile but can still speak. The monster is not protected as in freeze. The spell will dissipate immediately after the monster is struck in an attack.
Note: This does not work on Humanoids or Undead.

PP Costs: Alchemy 7, Death 5, Divine 5, Elemental 5, Herbalism N/A, True 5, Restorative 5, Summoner N/A.


I


Immolate

Duration: instant
Range: touch
Description: With this spell, the caster can transfer the life force of one living character into the dead body of another. The character sacrificing his or her life force will die, while the dead character will be brought back to life. The caster needs to be touching both characters involved in the spell.

The character making the sacrifice can be the caster or another character, but they must make the sacrifice willingly. Characters cannot be coerced (magikally or otherwise) into sacrificing their lives.

The character that is revived will forever take on some of the personality traits of the sacrificed character (special abilities cannot be gained in this fashion). Once revived, the target is somewhat disoriented for a period of time.

Dead characters have 1 hour to be revived by this spell before they are lost forever. Characters who sacrifice their lives during this spell have only 15 minutes to be recovered (by resurrection, or another immolation). Like the resurrection spell, a character can be revived by this spell only once per Campaign event.

Summoned, undead, and spirit characters do not have sufficient life force to be effective as the sacrificial character.

PP Costs: Alchemy N/A, Death 8, Divine N/A, Elemental 4, Herbalism N/A, True N/A, Restorative 2, Summoner N/A.



Incite

Duration: one minute
Range: touch
Counter Spell: dispel magik
Description: This spell causes the target to become angry, irrational, and violent. The caster can direct the target’s anger towards a specific person or subject if they wish. The caster can also choose to lessen the effects of the spell and cause the target to be generally foul tempered. If the caster attacks the target, the spell is broken.

The target will argue, disagree and oppose actions by any object of their anger. Any suggestions contrary to the target’s nature will not be followed (i.e. no suicide, etc.).

PP Costs: Alchemy N/A, Death 2, Divine 4, Elemental 3, Herbalism N/A, True 3, Restorative N/A, Summoner N/A.



Influence

Duration: 5 minutes
Range: potion/powder dose
Description: Once affected, the target must change their decision or opinion on the next issue that comes before them in conversation. The target will act according to their new decision or opinion. If the new decision or opinion is against the target’s nature, they will follow it right to the moment of breaking their nature, then fail to perform the action.

PP Costs: Alchemy 4, Death N/A, Divine N/A, Elemental N/A, Herbalism 5, True N/A, Restorative N/A, Summoner N/A.



Inoculate

Duration: one hour
Range: touch
Counter Spell: dispel magik
Description: For its duration, this spell protects the target from the effect of a single, specified spell. The caster must cast both this spell and the spell from which the target will be protected. At this time, the target suffers the full effects of the spell they are inoculated against. The caster can only inoculate targets against spells they have in their repertoire.

The inoculation must be specific (i.e. to be inoculated against ice bolt does not protect against other types of magik bolt spells).

Inoculate offers no protection against haven, magik wall, void magik, ward, or ward item.

PP Costs: Alchemy N/A, Death 2, Divine 2, Elemental 2, Herbalism N/A, True 2, Restorative 2, Summoner N/A.



Interrogate

Duration: one question
Range: touch or potion/powder dose
Description: The target of this spell must choose to answer the caster’s question as truthfully as they can, or suffer excruciating pain for 30 seconds and take one BP of damage.

Dispel magik has no effect.

PP Costs: Alchemy 4, Death 2, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.



Invisibility

Duration: 5 minutes
Range: touch or potion/powder dose
Marker: white cloth, approximately 18” square
Counter Spell: dispel magik
Description: The target or object cast upon cannot be seen, but is still audible and tangible (i.e. will leave tracks). Items held or worn by the target also cannot be seen. If the target makes any offensive action or casts a spell, the invisibility dissipates.

The marker must be held above the target’s head for the duration of spell. The marker can be draped over an object to make it invisible.

PP Costs: Alchemy 6, Death 3, Divine 4, Elemental 6, Herbalism N/A, True 3, Restorative N/A, Summoner 4.



Invisible Area

Duration: 5 minutes
Range: size of marker
Marker: white cloth the size of the area affected
Counter Spell: dispel magik
Description: Affected targets or objects cannot be seen, but are still audible and tangible (i.e. they will leave tracks). Items held or worn by those affected also cannot be seen. All affected characters can see one another. Anything entering the area of effect becomes invisible. Anything leaving the area of effect becomes visible. If any affected characters make any offensive action or cast a spell, the area becomes visible.

The marker must be held over the heads of all affected characters for the duration of the spell. The marker can be draped over objects to make those objects invisible.

PP Costs: Alchemy N/A, Death 8, Divine 9, Elemental 11, Herbalism N/A, True 8, Restorative N/A, Summoner N/A.



Itch

Duration: one minute
Range: touch or potion/powder dose
Counter Spell: dispel magik
Description: The target is overcome by an intolerable itch, which is widespread, covering them from head to toe. The target will continue to itch even while attempting other actions.

PP Costs: Alchemy 3, Death 3, Divine 3, Elemental 1, Herbalism 2, True 3, Restorative 1, Summoner N/A.



Spells A - E
Spells K - P